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Friday, 3 October 2014

Eldar vs Chaos 2000: Unrestricted Chaos

Back to
the Battle Reports and this time I have a 2000 point game with my
Eldar versus as combined Chaos force of Chaos space marines, Daemons
and a formation. In this game we play purge the alien with hammer of
wrath deployment. I take a rather different list, based around making
the enemy fail moral, which I wrote before knowing I was playing
Chaos, as most of his units ignore that nonesence.

The
Armies

Eldar
– Combined arms detachment

Spiritseer
– 70 (warlord: night attacker)

Conceal,
protect, horrify

10 Dire
Avengers – 130

Wave
Serpent – 145

Holo
field, twin-linked scatter laser, shuriken cannon

10
guardians – 120

Missile
launcher

Wave
Serpent – 145

Holo
field, twin-linked scatter laser, shuriken cannon

6 Fire
Dragons – 132

Wave
serpent – 145

Holo
field, twin-linked scatter laser, shuriken cannon

Hemlock
wraithfighter – 185 (proxied by crimson hunter)

Hemlock
wraithfighter – 185 (proxied by razorwing jetfighter)

Wraithknight
– 240

Heavy D
cannon

War
walker – 70

2x bright
lance

Lynx –
430

Sonic
lance, scatter laser

Total:
1997

This list
is rather odd, but it has a plan behind it. By using the hemlocks and
as many weapons that cause as much pinning and moral tests, hopefully
I can pin him in place or make him run off the table. It could be
potentially good, as long as he can fail moral tests.

Chaos
Space Marines

Chaos
Lord (warlord: re-roll chaos boon table) w/ spawn

Axe of
blind fury, juggernaut, mark of khorne, 4+ invulnerable

10 Khorne
berzerkers

Rhino

Havoc
launcher

10 Chaos
space Marines

Power
first, 2x plasma gun

Heldrake

Bale
flamer

2 chaos
spawn

3 Bikes

Mark of
khrone, melta gun

Maulerfield

lasher
tendrils

Maulerfiend

lasher
tendrils

Forgefiend

2x hades
autocannon, ectoplasma cannon

Chaos
Daemons – allied detachment

Herald of
Khorne w/ blood letters

Herald of
Khorne w/ blood crushers

juggernaught

10 Blood
letters

banner of
blood

4 Blood
Crushers

Helcult -
Formation

Helbrute

twin-linked
lascannon

20
cultists

Autoguns

20
cultists

autoguns

The
Mission

We rolled
for mission and got Purge the Alien, and for deployment type Hammer
and Anvil. So a very simple game. Rolling for deployment zone the
elder win and select the deployment zone with the skyshield landing
pad in.

Rolling
for deploying, first the chaos win and select to deploy first. On the
far right, the bikes deploy, next to a maulerfiend. The two cultists
units and helbrute flood that area as well making the right flank
hard to deal with. Behind the cultists the chaos lord joins the unit
of spawn ready to counter attack any one foolish enough to go near.
In the middle the other maulerfiend and the berzerkers rhino are
placed as a hard hitting assault force up the centre. To their left
the forgefiend and blood crushers are deployed, backed up by the
chaos marines on foot. In reserve the heldrake and unit of blood
letters (joined by the herald) start ready to come in later.

The elder
counter deployment has the wraithknight anchor the left flank ready
to wreck it. On top of the landing pad the war walker deploys, and
the lynx hides behind the pad as it has enough movment to get into a
good position turn 1. The 3 wave serpents deploy together on the
right to stay away from the forgefiend and hopefully thin the
cultists. The two fliers start in reserve.

Night
fight: turn 1

Steal the
Initiative: Didn’t try

The
Battle

Chaos
turn 1

The whole
force moves forwards in traditional khornate fashion. Ignoring
terrain and being ridiculously fast the maulerfiends get to close for
comfort.

With
horrific luck he seems to just roll 6’s for run rolls as both units
of cultists, and a maulerfiend move forwards 6. Most of the force
runs less than 6 though. The bikes take a long range shot on a wave
serpent with their melta gun, and manages to get a glancing hit on
the front one. On the other side the unlikely happens, the forgefiend
shoots at the wraithknight, and gets 3 wounds past its armour save!
And to finish the turn the rhino uses its smoke launchers.

Chaos: 0
– Eldar: 0

Eldar
turn 1

With a
maulerfiend so close to my lines, the fire dragons jump out of their
wave serpent and head towards it, hoping to destroy it before it can
do much damage. The other wraithknight goes towards the other mauler
fiend hoping to destroy it. The big boy, the lynx moves ontop of the
landing pad with a dominating view of the field.

Doing
what they do best, the fire dragons fire at the daemon engine and
explode the abomination and a single cultists dies in the fire.
Bright lance fire from the war walker targets the other mauler fiend
but the daemonic resilience ignores any potential damage. The
wraithknight adds in its fire which just misses. The lynx fires next,
its scatter laser into the maulerfiend which does nothing, but it did
hit so the sonic lance becomes twin-linked. It fires the lance and it
covered the mauler fiend as well as the blood crushers. The crushers
take 2 wounds and the mauler fiend gets immobilised. Wave serpent
fire targets both the cultists and the bikers, killing 2 bikes and 8
cultists.

Chaos: 0
– Eldar: 2

Chaos
turn 2

Swooping
in from reserve the hell drake heads straight for the fire dragons,
obviously too dangerous to stay alive. Summoned from the warp the
blood letters come into reality behind the skyshield, and scatter
back but just stay on the table. The lone biker moves towards the
fire dragons. With the lynx being so dangerous the blood crushers
move straight for it, hoping to assault it this turn. The helbrute
gets fire frenzy. Again the cultist push forwards, as does the rhino
and drops off the berzerkers.

Firing
their plasma guns into the wraithknight, the chaos marines manage to
take a single wound off the monster. In a frenzy, the helbrute shoots
at the empty wave serpent and it jinks, preventing any damage.
Spreading out, the blood letters run so they can't be as easily shot
at. Again firing everything at the wraithknight the forgefiend again
manages a single wound on the construct, leaving it on 1 wound. The
other daemon engine, the heldrake flames the fire dragons and kills
all but 1, who is then gunned down by the autocannon fire of the
cultists. A lucky shot from the rhino glances the war walker.

Assault
phase and the bike charges into a wave serpent but misses with its
single grenade attack. Its a long charge but possible, the blood
crushers attempt to take out the lynx but needing 11, they fail, even
with fleet.

Chaos: 1
- Eldar: 2

Eldar
turn 2

Both of
the hemlocks come in from reserve and go towards the berzerkers. With
the maulerfiend immobilised its out of the game, so the wraithknight
goes after the forgefiend. The wave serpents move back and drop off
the dire avengers and guardians towards the blood letters.

Psychic
phase and the spiritseer casts protect on the dire avengers, not that
it will help in combat against the blood letters. The seer then casts
horrify on the blood letters, hopefully it will reduce the chance of
them wanting to charge the dire avengers.

Unleashing
the bladestorm the guardians shoot at the blood letters, and manage
to kill off 3 of them. Adding in their shots, the dire avengers bring
down 4 more. Shooting from the wraithknight targets the forgefiend
and only 1 shot hits, and gets saved by the daemon save. The war
walker targets the single bike who jinks, and avoids the shot. As the
heldrake could be a bit of a problem later on, the three wave
serpents target it, and not a single shot hits, out of a good 30
dice, not a single 6 appears... one of those days. To make up for all
of this though the lynx targets the berzerkers with its scatter
laser, killing 1 (but more importantly, twin-linking the sonic
lance). It then fires its sonic lance and covers the lone biker, the
berzerkers, a few cultists and the rhino. The biker and ALL of the
berzerkers die, 2 cultists die to the sonic weapon and the
combi-bolter gets blown off the rhino.

Assault
phase and the wraithknight charges into the forgefiend, not a single
over watch shot hits, and the knight rips the abomination to its base
parts, banishing the daemon back to the warp.

Chaos: 1
– Eldar: 5

Chaos
turn 3

I'm not
100% sure why but my opponent flies the heldrake off the table, ready
for another swoop next turn. While doing so it vector strikes a
hemlock and stuns it. The chaos lord starts to act like one and leads
from the front! Seeing its devastating salvo, the blood letters and
crushers go straight for it. With limited heavy weapon left, the
helbrute and marines with plasma guns converge on the wraithknight.

Super hot
plasma arcs towards the wraithknight, but its wraith bone shell is to
strong, and the plasma fails to wound. However the helbrute fires and
takes off the last wound from the monster, removing it from the
table. The rhino may have lost its storm bolter but its havoc
launcher is still functional, and targets the guardians on foot,
killing 5!

Blood for
the blood god! Or rather wraithbone? Either way both the blood
letters and crushers charge into the lynx. All of the attacks from
the herald of khorne do nothing, the blood crusher champion does
nothing, the blood crushers them selves take off just 2 hull points,
but then by some miracle the two remaining blood letters take off the
remaining 4! the engine of the super heavy goes super nova and
explodes, killing 1 blood crusher, the 2 blood letters, a single dire
avenger and the war walker.

Chaos: 4
- Eldar: 6

Eldar
turn 3

With
little room on the table, one of the hemlocks moved off the table and
the other pushes towards the helbrute. Trying to avoid getting shot
at again, the guardians and dire avengers move back towards the table
edge while the wave serpents also fall back away from the blood
crushers.

Psychic
phase and the spiritseer attempts to cast protect on the dire
avengers again, hopefully to keep them alive, but the will of khorne
denies the psykers attempts at using magic, for he hates such
trickery.

Using
their extra range, the dire avengers target the lone herald and
banish him back to the warp where he belongs. The wave serpents again
pool their shots together and target the blood crushers. After all is
said and done, only 4 wounds are inflicted as the daemon save
prevents a lot of damage. Targeting the helbrute, the hemlock fails
to do any damage.

Chaos: 4
– Eldar: 7

Chaos
turn 4

Returning
to the battlefield, the heldrake strikes at the hemlock, vector
striking it and shakes it. The khorne lord gets ever closer to the
wave serpents. With the unit mangled, the herald leaves the blood
crushers and goes after its own target while they push forwards. The
horde of cultist swarm forwards.

Firing
bolter and plasma, the chaos space marines target the hemlock trying
to bring it down, but all the shots miss. The helbrute tries as well,
again but misses.

The
assault phase, just what khorne likes, and the chaos lord charge into
a wave serpent taking off 2 hull points, some how the spawn fail to
finish it off. Blood crushers show their skill, they charge into a
wave serpent and wreck it with ease. The herald on juggernaut charge
into the dire avengers and just butchers the unit, he kills 3 dire
avengers and kills the spiritseer. The few left run for it but get
cut down as they turn to run.

Chaos: 8
- Eldar: - 7

Eldar
turn 4

The
second Hemlock comes back onto the filed and moves towards the chaos
lord, backed up by the other flier. The pilot amazed he's still
alive, backs up the wave serpent getting away from the chaos lord and
spawn. Backed in a corner, the guardians come out a little to be able
to target the blood crushers.

Avenging
the wrecked wave serpent, the guardians target the blood crushers
with shuriken fire, and fortunately their luck has run out and all
die to the wall of fire. Firing everything it had, the wave serpent
closest to the herald shoots everything at it, and brings it down,
earning another kill point. The last remaining serpent shoots at the
lord and chaos spawn, and kills off the spawn, leaving the lord on
his own. This lets the hemlocks attempt to instant kill him, but all
the shots either fail to wound, or just bounce off his invulnerable
save.

Chaos: 8
– Eldar: 10

Chaos
turn 5

Again the
heldrake vector strikes a hemlock but fails to do any damage.
Frenzied by all the blood shed around him the lord goes straight for
the guardians while the cultists chase after him. On the other side
of the table the space marines move to attempt to get a few shots on
the fliers.

Bolter
rounds and plasma fire into the sky, aiming at the hemlock with full
hull points, but only a few bolter rounds hit and fail to do any
damage to the flier. The helbrute targets the closest wave serpent,
who declarers to jink, but the shot misses anyway. Long range autogun
fire brings down 3 guardians. Again the rhinos havoc launcher clips
them and kill 2 more. They take a moral test but thankfully hold
their ground.

Assault
phase and the lord charges the jinked wave serpent, rolling a 6 for
his extra attacks, his rage consumes all and he wrecks the tank with
ease.

Chaos: 9
– Eldar: 10

Eldar
turn 5

At this
point I have to kill the chaos lord or I have lost. The guardians get
as many models just in range of him and the last remaining wave
serpent moves back 12.

firing
all 3 guns first, the wave serpent manages to reduce the chaos lord
down to a single wound! The guardians then fire and get 2 blade storm
wounds, of which a single one passes though his invulnerable save
killing the warlord!

That game
didn't really test out the list as much as I wanted it to, as most of
his units where immune to moral tests via different means. It meant
that I paid a lot of points for the hemlocks which didn't really do
anything all game, yay. Still I had a good run with the lynx, even
though it got destroyed quite early on. So what did I learn?

Lynx
with Sonic lance: This unit was really good, and I wish that you
could still get them from forgeworld as I would happily purchase
one. Unfortunately that's not the case so I will have to look for an
alternative means. In the game it murders infantry with ease, and
can be useful vs tanks but its not a dedicated anti-tank unit.
Compared to the pulsar version, this one is much more role specific,
but if you buy it you can easily build the rest of your force up
around it, as your anti-infantry has been sorted.

Wave
Serpents: As normal they did quiet a bit of damage, but in this game
they seemed a little obsolete as they are mainly anti-infantry which
is the same role as the lynx. If I used the lynx again, I would
probably use a different set up for the wave serpents if I used them
as all.

Hemlocks:
while this game wasn't great for them, and you mainly pay for their
powers and ability's, with out them they did very little this game.
The potential is minimal though so I would avoid them in future,
even if I wanted to use them in a themed list like this. Maybe the
new dark eldar codex could open up better options then these.

Over all
this game was rather fun and the chaos almost had me. Hope you
enjoyed.